Game times too long 1086b

gdwitt

Prince
Joined
Sep 27, 2010
Messages
359
Location
Austin, TX
I really like this new patch so I tried to play a game to the industrial age.
However, I noticed by around turn 100 the time after hitting was next turn exceeded 6-8 mins.
By around turn 125, the times were exceeding 20 minutes.
I quit at turn 145, needing to use my computer for school.
The last turn time was 30 minutes.
I was playing on quick, not using quick combat. Standard size map and panagea. Fortunately, I did not have armies crawling all over my land as in previous games.
Combat lasted on about 30 seconds of this time.

Needless to stay, I had started and stopped the game over several days from saves.
I restarted the computer. I turned up Gamebooster.

I have 4GB RAM, a 1.5 year old HP, and a NVIDIA video card with the latest patch and updates for gaming. It's a GeForce GT 240 with 1024 MB ddr3 of its own dedicated memory. It plays total war games fine.

Do you have suggestions.
Are there parts of VEM or CivUp that can be cut out that would relieve the memory burden?
 
My machine is over 3 years old with half the amount of RAM as yours and I don't seem to be having any turn times even close to this.

What size maps are you playing on? What other Mods do you use?

I generally play on Standard or Small lately, just because I like to finish games relatively quickly and don't have the playing time of most.
 
Yes, I recorded 26 minutes at the end.
The game was saving every 4 turns, so that may account why some of the turn time delay.
I played on standard size with 9 or 10 AI and reduced citystates.
Only 3 additional mods: unlimited units per tile, infoaddict ingame editor
 
Unlimited Units per tile probably causes a fair amount of lag.
 
I hadn't noticed a problem with stacks in vanilla, but I haven't gone beyond turn 150 there either.

I had the tuner running and here are the consistent error messages during the time:

Runtime Error: [string "C:\Users\steven\Documents\My Games\Sid Meie..."]:31: attempt to index field 'UNITCOMBAT_RECON' (a nil value)
happened every turn multiple times


Much less frequent:
TU - Event Registration: FATAL City_GetID city=nil

Runtime Error: [string "C:\Users\gdwitt\Documents\My Games\Sid Meie..."]:128: bad argument #2 to 'format' (string expected, got nil)

Could some aspect of civup be interacting with stacking of units at the end of turn? Does anyone else use unit stacks?
 
gdwitt, the in-game editor, even when inactive, uses a major amount of RAM. if it is possible for you to play without this, and you would like to finish a game in under 100 hours, I would suggest removing it or at least not having it enabled... ever.

NOTE: I am not slamming the creator(s) of the editor, it is a great idea, but it uses a huge amount of RAM and at least quadruples turn-times on even small maps.
 
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